[Game-Adjacent] Pendragon OOC Thread

Pendragon: Tales of Chivalry and Sorcery is the place to go if you want to play Pendragon. Cpt._Funkotron will be your GM, with assistance from CarrieVS.

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Ladki96 » Fri Jun 29, 2018 12:11 pm

*swings from Miles's biceps* wheee

Terrwyn's Winter Stuff

Winter Training:
5 points
Battle: 12 to 15
Horsemanship: 13 to 15
GP = Sword: 19 to 20

Family Stuff:
Terrwyn turns 24
Kids turn 1
Diane turns 18
No one ded. Yet >_>
Events:
Persidius starts to look after Knife Oak for (?) reasons
Kids pass from one jerk's hand to another
Diane squires for Persidius (noooo, whatchu mean personal motive, there are other reasons! let me come up with some)

Diane: "y u keep moving me around like chess piece?"

Terrwyn: "Because I can, duh. You're too sads. Off to Persi to clear your dumb, married-man loving, teenage head. Buddy needs more armigers and I need more Florida man antics from Miles."

Diane: "Asshole, then marry me to that rando knight suitor. He flirted on roll20 and everything! Or you know, knight me?"

Terrwyn: "Sry, can't do either without moneys lol. Another time. Suffer till then on account of having a terrible breadwinner for a sister. Plus the guy doesn't even have a name. You didn't make him up did u? Don't be a despo"

Diane: :'(

Purse:
+£6.05
-£3: Improvement (CR: £11 from 488 winter)
-£3: Hiring a Lance for the Siege of Whatsit
= flies

whew, all's broke well again *wipes the stink of money away on torn shirt* :P
  • 5

Image
User avatar
Ladki96
Time Waster
Time Waster
 
Posts: 1074
Joined: Sun Aug 23, 2015 7:32 pm
Location: India
Show rep
Title: =)

Re: [Game-Adjacent] Pendragon OOC Thread

Postby sunglasses » Wed Jul 04, 2018 2:24 am

RP will be a-coming, I hope by the end of the week to summarize Bleddyn's winter break.

Appreciate the patience.
  • 3

TCS Etiquette Guide

Rules and FAQs

Zevran wrote:Magic can kill. Knives can kill. Even small children launched at great speeds can kill.
User avatar
sunglasses
TCS Moderator
TCS Moderator
 
Posts: 11541
Joined: Tue Apr 16, 2013 2:52 pm
Show rep
Title: The Speaker of Horrors.

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Sun Jul 08, 2018 7:57 am

Cpt._Funkotron wrote:As promised, mercenaries:

One can hire soldiers by the month, by the season (roughly a 3 month period) or by the year. Any soldier will typically favor a steady long-term gig over a short one. A man hired for a season will likely expect to go on campaign, and thus have opportunity for plunder, and so will expect a smaller rate for his time. If he is hired on the year, he is likely to assume he will be part of a guard complement, the equivalent of a cushy desk job, and as a semi-permanent member of the lord's household requires an even smaller stipend relative to time served. In this way, it is possible to hire a relatively large force for a short campaign for less gold than one might think, but is vastly more cost effective to hire a smaller number long-term.

As part of your Lance, you already supply and retain 4 spearmen, (see the above post on army composition) who are already paid for automatically from your manor's base income. As an ordinary knight, your armiger fights similar to a higher-end hobilar. A rich knight's Armiger fights as a sargeant, and a superlative knight has two armigers who fight as sargeants.

Thank you carrie for the formatting help
TroopMonthSeasonYearDescription
Rogue1s2s5sPoorly equipped, lightly armoured (if at all), usually typical of bandits.
Spearman/Bowman2s5s10sBread and butter of Cymric armies. Cloth and leather armour, often kept as garrison.
Armoured Footman5s10s20s (=£1)A better equipped and usually more veteran form of the common spearmen, often used in the guard complements of wealthy lords.
Hobilar6s12s25sLight cavalry, usually atop a pony or perhaps a rouncey, often in cloth armour, with leather at most. Excellent for raids and skirmishes.
Sargeant10s20s40s (=£2)Armoured, trained, and equipped as heavy cavalry, but not a knight. Usually atop a rouncey or perhaps a courser, typically in a chain byrnie.
Household Knight (ordinary)20s (=£1)40s (=£2)80s (=£4) Armed and armoured much as any knight, though in most cases may only ride a courser rather than a full charger.
  • 3

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby MixterAsh » Fri Jul 13, 2018 2:33 pm

Hi. I'm the new person that is (hopefully) going to be joining in. Thanks for having me! Planning on having a character together over the weekend.
  • 2

MixterAsh
I'm new, be gentle
I'm new, be gentle
 
Posts: 1
Joined: Thu Jul 12, 2018 10:45 am
Show rep
Title: Fren

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Fri Jul 13, 2018 10:09 pm

Enemy Table for Odon:

1-3: Youth
4-10: Ceorl
11-14: Hearthguard Spearman
15-17: Hearthguard Axeman
18-20: Thegn
  • 3

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby CarrieVS » Wed Jul 18, 2018 12:58 am

Temporarily shoving this here so as not to lose it:

Fate Points

Bleddyn: 1
Eliver: 2
Leiryn: ?
Miles: 3
Persidius: 1
Terrwyn: 1

(Will figure out the others when I have time. If Lads or KK know for sure what they have, do tell.)
  • 5

Last edited by CarrieVS on Wed Jul 18, 2018 9:03 am, edited 1 time in total.
A Combustible Lemon wrote:Death is an archaic concept for simpleminded commonfolk, not Victorian scientist whales.
User avatar
CarrieVS
TCS Redshirt
TCS Redshirt
 
Posts: 7103
Joined: Sat Apr 20, 2013 7:43 pm
Location: By my wild self in the wet wild woods waving my wild tail
Show rep
Title: Drama Llama

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Ladki96 » Wed Jul 18, 2018 3:07 am

I always note the number of FPs I have on my roll20 sheet to avoid confusion ^^ I currently have 2

edit: make that 1 :P used one just now
  • 3

Image
User avatar
Ladki96
Time Waster
Time Waster
 
Posts: 1074
Joined: Sun Aug 23, 2015 7:32 pm
Location: India
Show rep
Title: =)

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Sat Aug 31, 2019 6:02 pm

Cpt._Funkotron wrote:Applied to Battles:

Each Battle Round is treated as a Skirmish, between two comparably-sized units. As knights, your M.O is to charge in, and then hack your way out so you can back up and charge again. If you are seriously wounded, but not killed or captured, at the end of the battle round your squire may take you back to camp to receive first aid. The knight may then decide to rejoin the fight in a later round if they wish.

The overall status of the battle is represented in a value called the Battle Intensity, which ranges from 0 to 40. It begins at 20 at the start of each battle. The higher the intensity, the better the enemy is doing and the poorer you are doing. The starting intensity is modified by things such as terrain and number differentials, as well as the battle roll of the army commander. At Intensity 10, you are pushing the enemy back. At Intensity 30, the enemy is pushing you back. If it is greater or lesser than either of these values for two consecutive turns, the losing army will retreat. If the values are at or beyond 0 or 40 for two consecutive turns, the losing army routs.

Every battle round, the Intensity will fluctuate randomly, 3d6-10 applied to it. Additionally, the result of each skirmish the player unit participates in will also have a varying effect, depending on the size of the battle.

~100 Combatants is a skirmish, and NOT a battle. Use Skirmish Rules.

~200 Combatants is a Fight and ARGUABLY NOT a battle, but could use still use these rules.
Massacre -21 / Crush -18 / Decisive -15

~500 Combatants is a Clash.
Massacre -18 / Crush -15 / Decisive -12

~1,000 Combatants is an Engagement.
Massacre -15 / Crush -12 / Decisive -9

~2,000 Combatants is a Small Battle
Massacre -12 / Crush -9 / Decisive -6

~5,000 combatants is a Normal Battle
Massacre -9 / Crush -6 / Decisive -3

~10,000 combatants is a Large Battle
Massacre -6 / Crush -3 / Decisive -1

~20,000 combatants is a Huge Battle
Massacre -3 / Crush -1 / Decisive -0

~50,000 combatants is an Epic Battle
Massacre -1 / Crush -0 / Decisive -0



I've decided to nerf the Unit Result Intensity shifts, so that every battle from now on isn't put into a route in just two rounds.

~100 Combatants or fewer is a skirmish, and NOT a battle. Use Skirmish Rules. Example: A typical Raiding Party vs. a Patrol or Garrison.

~200 Combatants is a Fight and ARGUABLY NOT a battle, but could use still use these rules. Example: Two Large Raiding Parties fighting each other.
Massacre -15 / Crush -10 / Decisive -5

~500 Combatants is a Clash. Example: The full hosts of two Minor Barons meeting in battle.
Massacre -12 / Crush -8 / Decisive -4

~1,000 Combatants is an Engagement. Example: The full hosts of two Major Barons, or Petty Kings (eg. Cameliard and Norgales), meeting in battle.
Massacre -9 / Crush -6 / Decisive -3

~2,000 Combatants is a Small Battle. Example: The full hosts of two Great Barons (eg. Roderick and Ulfius), or two Minor Kings (eg. Malahaut and Lothian), meeting in battle.
Massacre -6 / Crush -4 / Decisive -2

~5,000 combatants is a Normal Battle. Example: Half of Logres versus a Saxon Invasion.
Massacre -3 / Crush -2 / Decisive -1

~10,000 combatants is a Large Battle. Example: All of Logres versus All of the Saxons.
Massacre -2 / Crush -1 / Decisive -0

~25,000 combatants is a Huge Battle. Example: All the armies of Britain against each other.
Massacre -1 / Crush -1 / Decisive -0

~50,000 combatants is an Epic Battle. A battle of this size is practically unheard of in the reign of Uther, and still a very rare occasion under Arthur. Example: All of Britain against All of France.
Massacre -1 / Crush -0 / Decisive -0
  • 2

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Mon Sep 16, 2019 8:27 pm

Enemy Glory
This has been slightly nerfed.

Youth: 1/5/10
Ceorl or Bandit: 5/10/15
Hearthguard or Footman: 10/20/30
Thegn: 20/40/60
Berserker: + 5/10/15 to base
Knight: 25/50/100 (x2 if Notable, x3 if Famous, x4 if Extraordinary, x5 if Legendary)
Common Dangerous Monster (Like Wyvern, Water Leaper, or Small Giant): 50/100/200

Multipliers (applied only to glory from enemies):
Fighting Boldly x2
Fighting Aggressively x2
Fighting Orderly x1
Fighting Balanced x1
Fighting Hesitantly x1/2
Fighting Defensively x1/2


I'm nerfing glory again.

You're not going to get glory for defeating enemies in battle, only vanquishing. You will however get a small amount of glory for every round you participate in the battle, according to its size.

Clash, Engagement, or Small Battle: 5 glory per round.
Medium Battle: 15 glory per round.
Large or Huge Battle: 45 glory per round.
Epic Battle: 75 glory per round.

New enemy glory for vanquishing in battle:

1 for Youth
5 for Bandit or Ceorl
10 for Spearman or Hearthguard
20 for Thegn or Sargeant
25 for Knight

Double if killed outright, usual multipliers still apply:

Fighting Boldly x2
Fighting Aggressively x2
Fighting Orderly x1
Fighting Balanced x1
Fighting Hesitantly x1/2
Fighting Defensively x1/2
  • 3

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Kivutar » Wed Sep 18, 2019 5:35 pm

But I'll miss racking up several hundred per battle :(
  • 2

Then the LORD said to me, "Go again, love a woman who is loved by her husband, yet an adulteress, even as the LORD loves the sons of Israel, though they turn to other gods and love raisin cakes."

Hosea 3:1
User avatar
Kivutar
Champion
Champion
 
Posts: 1425
Joined: Wed Apr 01, 2015 3:52 am
Location: Right behind you
Show rep
Title: Great Librarian

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Wed Sep 18, 2019 6:08 pm

Kivutar wrote:But I'll miss racking up several hundred per battle :(


Even with these severely nerfed glory awards, Miles still got over 700. You are a force to be reckoned with.
  • 2

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Wed Nov 13, 2019 1:25 am

Proposed new battle system: Tick the Boxes

Image

As you can see, the armies are divided into flanks, and flanks of flanks, and so on, side-to-side. Each division breaks the force into four roughly equal parts, a left, right, center, and reserve. The reserve functions to replace and cover the retreat of a forward flank that has broken. It may or may not be an actual unit with its own commander, it reflects the general principle that larger armies tend to be arrayed deeper rather than simply wider. Note that this diagram doesn't serve to show what formation the units are actually arrayed in, simply the status of the respective armies. The diagram should be detailed near where the players are fighting, and vague farther away. This is not only realistic, but saves the GM from having to bother over irrelevant details.

Be sure to label where the players are, as well as the general locations of important NPC's, such as allies or enemies.

As the forces are broken up into Flanks horizontally, each Unit is broken into Ranks vertically, generally two each; the Front Rank made up of front-line fighters such as knights, and the Back Rank made up of back-line fighters such as spearmen and archers.

By doing well in combat, you break subsequent 'Ranks' of the enemy units, front to back. By breaking the 'Ranks' of the enemy units, you break subsequent 'Flanks' of the enemy forces, side to side. ' Breaks' are displayed as Ticks, or red diagonal lines in the boxes denoting the various units in the battle. This is why I call the system "Tick the Boxes". The Object of the system is to Tick as many of the enemy's boxes as possible.

An ordinary overall success in combat awards one "Tick", which is drawn onto the first Rank of the unit you're facing. This means that you have broken the front line of enemy knights, and the next round will have you hacking into their infantry, as well as the scattered dregs of the knights you'd just fought.

Image

A Unit's second Rank generally has an advantage in combat, as it generally more populous than the first, which usually manifests for the players as having to face two enemies at once. If the players do poorly in this second combat, the enemy unit is awarded a "Tick" instead, which is shown by erasing the tick that had been drawn on their first rank. What this means is that the Player-Knights have been driven back, and the Knights of the enemy unit have been able to re-form against them. If on the other hand the players win the combat with the second rank, they are awarded another "Tick", which is drawn across the Unit's second rank. This shows that the unit as a whole has been broken, and eliminated from the battle.

Image

If there is an intact Reserve Flank behind the Unit you have just broken, then that Reserve Force moves up to take its place. Demonstrate this on the diagram by crossing out the Reserve Flank and erasing the Ticks on the unit in front of it.

Image

It takes 1 Battle round for the Reserve to get fully into place to advance against the victorious unit. The player unit can choose to do one of the following:

1) Attack the reserve immediately
2) Prepare for a Charge against the Reserve
3) Await the enemy advance, during which time the players can:
--3a) Take a defeated enemy ransom
--3b) Go back to camp for medical attention
4) Attack an adjacent (engaged) enemy unit in the Flank. The Flanking unit is given a significant advantage, but if the maneuver fails to break the enemy unit, they stand to be counter-flanked by the Reserve Unit in the subsequent round.

Conversely, players of a Broken Unit who aren't dead or unconscious can do one of the following:
1) Join the incoming Reserve, or some other adjacent unit.
2) Go back to camp for medical attention.
3) Try to rescue a friend from being captured.
4) Charge out alone (or with a few friends) against the enemy. Massive disadvantages associated, death likely, but if successful, very glorious.


A Company as a whole breaks when one of the following conditions are met:
a) It has lost two Units without the enemy losing any.
b) It has lost three Units while the enemy has only lost one.
c) It has lost all four of its units.

The Battle more or less proceeds in that formula, when a company breaks, it may be replaced by a reserve company, and so on.



Step 1, Compare the situational modifiers for the battle:


For example, which side is outnumbered, which side has superior troops, and which side is better maneuvered (if desired, determine this by making an opposed Battle roll between the two Army commanders).


Step 2, Have the commanders of Player Units roll Battle unopposed:

Apply the modifiers determined in step 2.

Crit: Maneuvered Brilliantly
Success: Maneuvered Well
Failure or Fumble: Maneuvered Poorly


This result corresponds to how well the players have to do in the combat phase (step 4) to achieve what outcome in step 5.


Step 3, resolve combat:

Look at the modifiers in step 2 again. If they can be meaningfully applied to combat, then apply them to combat. If the entire army is outnumbered 2:1, then the players should each be facing two opponents.

The first round of a combat between two units is always a charge, subsequent rounds devolve into melee.

For the first round of combat, the respective frontline fighters of the two units are fighting each other, so enemies should be found by rolling 2d6+8. Second-Rank opponents should be determined by a simple d20 roll.

3a, Player options:

Fight normally
Fight an extra enemy (Check Valorous)
Fight one fewer enemy (Check Cowardly)

Roll weapon skills as normal, but you don't need to worry about rolling for damage unless it's against a player-knight or a special enemy. Record the results as follows:

Crit: +2 (x2 glory)
Win: +1
Tie: +0
Loss: -1 (x0.5 glory)
Vanquished (K'Oed or Killed): -2 (x0.1 glory).

Then average the sum combat scores of all the players in a given unit, and compare it with the table below:

Triumph: Avg >1
Victory: Avg >0
Draw: Avg=0
Loss: Avg<0
Crush: Avg<-1


Step 4: Determine the Unit result

Consult the Maneuver result from Step 2 and compare it to the combat result in Step 3.

By default, a Triumph awards 2 ticks, a Win awards 1 tick, and Draw awards 0 ticks. If the Unit Maneuver was brilliant, treat the combat result as one better than it was, if the maneuver was poor, as one lower than it was. For example, a Brilliant Maneuever allows a Win in Combat to be treated as a Triumph for the purposes of awarding ticks.


Step 5: See how the rest of the army is doing.

Updates on the Units either side of the player Unit should be delivered at the end of every round.
Updates on the Companies either side of the Player Company should be delivered at the end of every third round.
Updates on the Battalions either side of the player Battalion should be delivered every sixth round.

These can either be simply decided by GM Fiat, or by a 1d6 roll.

<= 0: Broken
1-2: Being pushed back
3-4: At a Draw
5-6: Pushing the enemy back
>=7: Broken the enemy

+1's should be awarded to the d6 roll for every +5 of modifiers determined in step 1 of the battle.


The Battle ends either when one Army is broken conventionally (a Decisive Victory), or when 12 rounds have elapsed without either Army Breaking (a Stalemate).
  • 2

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Thu Nov 21, 2019 9:47 pm

Proper Unit Result Chart

Combat result
Battle RollTriumphWinTie/LoseVanquished
Crit2 Ticks +Charge Next Round2 Ticks1 Tick0 Ticks
Success2 Ticks1 Tick0 Ticks(-1) Ticks
Fail1 Tick0 Ticks(-1 Tick)(-2) Ticks
Fumble0 Ticks(-1) Tick(-2) TicksUnit Annihilated
  • 3

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Mon May 03, 2021 6:15 am

New Battle Glory

Base Per Enemy Type
Meager Foe (Youth, Archer): 5 glory
Common Foe (Ceorl, Spearman): 10 glory
Formidable Foe (Warrior, Hobilar): 15 glory
Significant Foe (Thegn, Sargeant): 20 glory
Worthy Foe (Knight, Berserker): 25 glory
Fantastical Foe (Small Giant, Faerie Knight): 50 glory

Combat Multipliers
Crit: x2 Glory
Won or Tied: x1 Glory
Lost: x0.5 glory
Vanquished: x0.1 glory

Commander Glory Per Round
Unit Commander: 5 glory
Company Commander: 10 glory
Battalion Commander: 25 glory
Brigade Commander: 50 glory
Army Commander: 75 glory
Grand Army Commander: 100 glory

Command Multipliers (Battle Rolls)
Crit: x2 glory
Success: x1 glory
Failure: x0.5 glory
Fumble x0.1 glory

Battle Size Multipliers
Skirmish, Clash, or Engagement (Unit, Company Tiers, or Battalion Tiers / 30-2000 combatants): x1
Small Battle or Medium Battle (Brigade or Army Tiers / 2000-32000 combatants): x2
Large Battle (Grand Army Tier, 32000+ combatants): x3

Battle Result Multipliers
Decisive Victory: x2
Indecisive: x1
Decisive Defeat: x0.5


Captured Banner Glory - NOT MULTIPLIED - Awarded to Triumphant Commanders, Transferable to Subordinates at Their Discretion
Unit Banner: +50 glory
Company Banner: +100 glory
Battalion Banner: +250 glory
Brigade Banner: +500 glory
Army Banner: +750 glory
Grand Army Banner: +1000 glory
  • 1

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

Re: [Game-Adjacent] Pendragon OOC Thread

Postby Cpt._Funkotron » Wed Aug 11, 2021 7:24 am

Advanced Childbirth System

Step 1. Frequency of Congress
Roll the average of both partner's appearances. Modifies conception.

Leporine, +2d6
Crit: Frequent, +1d6
Success: Habitual, +1
Failure: Occasional, -1
Fumble: Scant, -1d6
Seldom, -2d6

Raise result by one if Lustful is famous, Lower result by one if Chaste is famous. Reverse if partner in question is homosexual.
Raise result by one if together all year, lower result by one level if separated majority of the year. (default is around a quarter)
Voluntarily raising the result by one level will earn you a check mark in lustful. Voluntarily lowering the result by one will earn you a checkmark in chaste.

Step 2. Conception
Roll the lower CON of the two partners, -5, + Congress Result.

Critical: Conception, +5 on Birth Roll.
Success: Conception
Failure: No Conception
Fumble: Stillborn, -1 CON

Step 3. Birth
Roll mother's CON, + Conception Modifiers, +5 if Superlative, +3 if Rich, -5 if Poor, -10 if Impoverished.

Critical: Easy Birth, +1 conception following year, Extraordinary Child
Success: Ordinary Birth, Ordinary Child
Failure: Difficult Birth, -1 CON, -1 APP.
Fumble: Mother dies in childbirth. Afflicted Child.

Step 4. Child Roll

Extraordinary Child
1. Identical Twins, roll 1d6 again for their shared result. If 1 is rolled again, Identical Triplets, roll 1d6 again. And so on.
2. Talented, take an additional Family Characteristic
3. Bonny, +6 APP
4. Vigorous, +3 STR, +3 DEX
5. Big, +3 SIZ
6. Invulnerable, +3 CON, no child survival rolls necessary.

Ordinary Child
1. Roll Again, if second roll is 1, twins are born. Roll again for each, if one lands on 1, they are the identical twin of the other, if both land on 1, triplets are born. Roll again, if only one 1 is rolled, simply reroll it. If two 1's are rolled, they are identical to the third child that didn't. If all three rolls are 1, quadruplets are born. Continue this pattern ad infinitum as necessary.
2. Sickly, -1 CON, roll 2 survival rolls a year.
3-5. No effect.
6. Healthy, +1 CON, if second survival roll is triggered, take the higher of 2 rolls.

Afflicted Child
1. Roll Again, if second roll is 1, twins are born. Roll again for each, if one lands on 1, they are the identical twin of the other, if both land on 1, triplets are born. Roll again, if only one 1 is rolled, simply reroll it. If two 1's are rolled, they are identical to the third child that didn't. If all three rolls are 1, quadruplets are born. Continue this pattern ad infinitum as necessary.
2. Dim, do not gain family characteristic.
3. Infirm, -3 CON, roll 3 survival rolls per year.
4-5. Dies during or soon after labor.
6. Roll again. If second 6, roll 1d6: 1) Dwarf Max 8 SIZ, 2) Hunchback -3 DEX -3 APP, 3) Mute, no skills that involve speaking 4) Deaf, roll awareness and all social skills at 1/2 their value, no music. 5) Poor Eyesight, roll Awareness, Recognize, Heraldry, and Reading at 1/2. 6) Albino, lose 1 HP for every hour of direct sunlight without proper coverings (Hood, cloak, gloves, full armor, etc.)
  • 1

ImageImageImage
User avatar
Cpt._Funkotron
TCS Camper
TCS Camper
 
Posts: 955
Joined: Wed Apr 17, 2013 1:46 am
Location: Virginia
Show rep

PreviousNext

Who is online

Users browsing this forum: No registered users and 5 guests

cron